Iron Guard buff affecting lords, plz nerf
if your getting killed by a ram that’s protecting a lord I feel bad for you… a ram cant do kitten without someone on it. Kill them and ignore the lord altogether in a big group the lord wont do kitten to you. if anything push behind them and aoe the ram.
XD this isn’t rocket science just think outside the box =p
if your getting killed by a ram that’s protecting a lord I feel bad for you… a ram cant do kitten without someone on it. Kill them and ignore the lord altogether in a big group the lord wont do kitten to you. if anything push behind them and aoe the ram.
XD this isn’t rocket science just think outside the box =p
You really didnt get the point of the post did you?
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
Lords do need a tweak in regards to the scaling, its a little to much right now. Like it or not zerging is one of the main strategies in wvw, if wvw wasnt meant to support zerging, it would have a map pop of like 20 people per server for each map. Having to stand there wasting skills for so long on an hp sponge of a lord who spams cc’s is annoying enough, on top of that you have to constantly deal with enemies rushing you from the other side. So your getting cc spammed and using your skills up on a lord and getting cc/aoe spammed by enemies on the other side, its basically a pve aj.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
I’m glad to see someone else who dislikes the addition of this guild buff. It just makes things tedious and dull by drawing out the relevance of NPCs. If this buff was only available if you’re outmanned it would be fine – but it can be used by a server that is dominating others by sheer number at which point it just makes things far too oppressive for a smaller population server on the offensive. Overall, it’s just another in a long line of unnecessary additions to WvW.
I’m glad to see someone else who dislikes the addition of this guild buff. It just makes things tedious and dull by drawing out the relevance of NPCs. If this buff was only available if you’re outmanned it would be fine – but it can be used by a server that is dominating others by sheer number at which point it just makes things far too oppressive for a smaller population server on the offensive. Overall, it’s just another in a long line of unnecessary additions to WvW.
Personally I don’t have an issue with the concept of scaling, I actually proposed this a long time ago, it is an important addition. It just needs tweaking, because atm its just way to much. If you have a massive force attacking the lord, and the keep is undefended, well sure you can afford to waste that time. But that is usually not the case, and a variety of factors need to be accounted for. It is understandably frustrating for people to have their time and efforts wasted, because pve ruined it for them lol.
Honesty is not insulting, stupidity is.
>Class Balance is a Joke<
I’m glad to see someone else who dislikes the addition of this guild buff. It just makes things tedious and dull by drawing out the relevance of NPCs. If this buff was only available if you’re outmanned it would be fine – but it can be used by a server that is dominating others by sheer number at which point it just makes things far too oppressive for a smaller population server on the offensive. Overall, it’s just another in a long line of unnecessary additions to WvW.
I think we have a winner here. It would be really nice if this upgrade was pulled and auto applied to all of your NPC’s when you go outmanned. It would be super helpful to any outmanned force while not getting in the way of fair fights.
Perhaps a 20% boost to NPC dmg as well when outnumbered.
Yeah, some of the guild upgrade should be limited to outnumbered.
And automatic iron guard when outnumbered could be very good too.
Hence why many WvW players are asking for removal of all Tactivators. It would be more balanced and not heavily favored for big guilds that PvE constantly for guild upgrades. Small guild, right now, are at a disadvantage as most of them are roaming guild. They are the life blood that kept WvW in balance.
Lords should scale up based on the difference of nearby enemy players, and capturing circles should also be a fixed time or with very, very little reduction in time per player.
I.E., if there are 20 defenders and 30 people on the offense, the lord should scale as though there were 10 people attacking it.
This way the lord is still quite killable and scales up if a keep has very few defenders, enabling a response, but the lord may die very quickly if a big response comes to defend, but also gives the response enough time to contest the circle if the lords melts immediately due to the above.
Tactivators should just be straight-up removed from GW2. Reroll into the old guild upgrade system and just have it parallel to guild halls. The effective removal of small guilds’ relevance from WvW was the biggest failure of the expansion imho.
https://forum-en.gw2archive.eu/forum/professions/thief/ES-Suggestion-The-Deadeye-FORMAL/